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Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Chapter 12: Troubles from Home => Topic started by: tomcat on Jul 24, 2014, 10:03 AM

Title: Beleaguered defense - round 5
Post by: tomcat on Jul 24, 2014, 10:03 AM
:arrow: OOC: COMBAT RULES:

1. Each combat round will be 1/4 hour. Roll 1d3 to determine number of opponents around the character for that round. This number will change every round giving the feel that enemies are constantly moving about the character - some may attack, some may not. This allows the characters to interact and also be wounded, as they might be in battle. The kills will count in the main melee and for XP, but it is also there to give the character a bit of bragging rights. I may introduce a captain or lieutenant or some other semi-major NPC that steps up to fight you. If that happens, I will let you know. In this case, we would revert to standard combat for your character.

2. Enemies will roll 2d6 per attacker and will hit on each die result of 1 or 2 for 2d6+3 damage minus any armor protection

3. The number of Enemy attackers above does not imply that that is all of the soldiers the character may attack on his turn. It implies that in the fray of combat, that is how many attackers took a swing at the character.

4. Characters then may roll 3d6 per round and will kill one enemy soldier per die based on the results of each die roll and their current Health/Weariness (consult the chart below)



Healthy/Hale: 1-5
Dazed/Winded: 1-4
Injured/Tired: 1-3
Wounded/Weary: 1-2
Incapacitated/Spent: 1
Near Death: Cannot combat
For the Hardy Edge:
Healthy/Hale: 1-5
Dazed/Winded: 1-5
Wounded/Weary: 1-4
Injured/Tired: 1-3
Incapacitated/Spent: 1-2
Near Death: 1 ... at this level he is Near Death but still swinging his axe. He literally would go down fighting

5. The characters will skirmish one time for each Battle round and must make a Weariness Test TN 10 at the end of the attack. Skirmishes are considered simultaneous combat in regards to results. If a character wishes to get out of the heat of battle, you must announce it and I will then determine what it takes for him to retreat.

MODIFIERS (all that apply will be illustrated here and included in stats below)
Terrain effects by area:
Woods - cause a -5 to movement and reduce Ranged Combat modifier to 0
Light Fortification - units within gain a +2 to Toughness and +3 to Ranged Combat and Support
Mud- units combating within have a -2 penalty to movement and -1 to Command
Dark - all units suffer -2 to any actions due to darkness, except Orc units

[tabular type=4 caption="Free Peoples: Defenders total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
4
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - trained[/data][data]
4
[/data][data]
8
[/data][data]
5
[/data][data]
10
[/data][data]
10
[/data][data]
5
[/data][data]
6
[/data][data]
1,760
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - untrained[/data][data]
0
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-3
[/data][data]
-1
[/data][data]
-1
[/data][data]
+5
[/data][data]
-1
[/data][data]
-1
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Wild Men total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
2
[/data][data]
7
[/data][data]
9
[/data][data]
7
[/data][data]
11
[/data][data]
5
[/data][data]
8
[/data][data]
940
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
6
[/data][data]
7
[/data][data]
5
[/data][data]
11
[/data][data]
12
[/data][data]
5
[/data][data]
8
[/data][data]
960
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

Initiative
Dirnhael -14
Fengel - 13
Durgil - 13
Berserkers - 12
Celdrahil - 10
Nain - 9
Edrahil - 9
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 24, 2014, 10:10 AM
:ooc: Berserker's initiative:
Roll(2d6)+4: 2,6,+4 Total:12

PC's may roll initiative, too, if you plan to engage in one-on-one melee




The swish and thok of arrows was heard down the line of the invaders and it was as if a scythe had just cut through a field of wheat. The low moans of the dying could be heard, but along the riverbank most had fallen. The battle was nearly a route if Guilin and his people could force the remainder of the troops on the embankment back into the river, and so stave off any others that might still be making the crossing. The only trouble was the four wild men before him and his defenders.

The silence was broken by a scream of rage from one of the berserkers, to which his companions quickly combined their own wrath. Guilin could feel his people back away even though they now had the upper hand.
Title: Re: Beleaguered defense - round 5
Post by: GandalfOfBorg on Jul 24, 2014, 12:14 PM
 :ooc:I thought Guilin called for my units to engage and I rolled a Move action to go from the woods to the beach to encounter the 2 OI units.
Title: Re: Beleaguered defense - round 5
Post by: Telcontar on Jul 24, 2014, 01:01 PM
 :ooc: Initiative
Rolled 2d6+6 : 2, 2 + 6, total 10
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 24, 2014, 03:53 PM
Quote from: GandalfOfBorg on Jul 24, 2014, 12:14 PM:ooc:I thought Guilin called for my units to engage and I rolled a Move action to go from the woods to the beach to encounter the 2 OI units.

:ooc: You did do that, didn't you. Okay... I will go back and add it to round 4 - give me a little bit.
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 24, 2014, 04:14 PM
:ooc: Additional Mods this round:

Dirnhael is Winded -1

Roll for how many rafts land in this round and where:
Roll(2d3)+0: 2,1,+0 Total:3
Locations (bank areas 1-3 top to bottom):
Roll(3d3)+0: 2,1,3

The enemy need to make a MOVE roll against the TN for each area to move into that area, so:
Wild Men have a Movement of 8 versus TN 7 and TN 15
Roll(2d6)+8: 2,3,+8 Total:13
Roll(2d6)+8: 1,2,+8 Total:11 FAILED
Roll(2d6)+8: 1,4,+8 Total:13
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 24, 2014, 04:22 PM
The number of rafts was dwindling, but still men were appearing on the embankment. Still, Guilin could feel that their fervor was not what it had been once they hit the shore and saw the dead and dying.




:ooc: Okay, everything should be all caught up now... going to wait for more init posts before I start the melee.

Initiative
Fengel - Roll(2d6)+3: 4,6,+3 Total:13
Edrahil - Roll(2d6)+2: 2,5,+2 Total:9
Title: Re: Beleaguered defense - round 5
Post by: GandalfOfBorg on Jul 25, 2014, 05:55 AM
Durgil gives the command to attack the unit of wild men on the beach and into the muck and mire rushed the Men of Tharbad to meet them.  Blood and gore from the decimated orcs mixed with the mud making footing treacherous, the men's resolve would waiver little.

Seeing the raging man cut through the inexperienced like wheat, the young commander wades into the fray with the beast. "Ho! You there!  This blade won't fall so easily, so come have a taste!"

:ooc:
Initiative -  2d6+2 : 5, 6 + 2, total 13

Attack Command -  2d6+9 : 1, 2 + 9, total 12

Title: Re: Beleaguered defense - round 5
Post by: Stefan on Jul 25, 2014, 09:52 AM
Nain sees the Berserker wading through his own troops as if to take the beach all on his own.  In response Nain shoves the infantry in front of him to make a path, charging through and over them to get to the big bugger.

"Ye'll not be takin' this beach while I stand on it.  Come and taste Dwarven steel!"

Initiative -
Rolled 2d6+2 : 2, 5 + 2, total 9

Attack -
Rolled 2d6+9 : 1, 6 + 9, total 16

Damage -
Rolled 1d6+10 : 6 + 10, total 16


:ooc:Nain is going to charge the berserker and hopefully get a swing on him.
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 28, 2014, 04:34 PM
:ooc: Going to give Shawn one more day to chime in here and then I will do his rolls for him for this round and move us on.
Title: Re: Beleaguered defense - round 5
Post by: sdrotar on Jul 28, 2014, 10:42 PM
With the riverbank momentarily free of invaders, Dirnhael saw Nain rush the huge wild-man.
He wouldn't stand by and let him fight alone; if the two of them could dispatch him quickly, they could regroup before the next wave reached the muddy shore.
Dirnhael pulled his shield tight to his body and charged after Nain -- and his prey.

:00: Initiative (Winded -1):
Rolled 2d6+4 : 4, 6 + 4, total 14


:00: Attack (Winded -1, Warwise +1):
Rolled 2d6+17 : 1, 5 + 17, total 23


:00: Damage (if successful):
Rolled 2d6+7 : 5, 3 + 7, total 15

Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 29, 2014, 04:36 PM
:ooc: Okay... resolving in Initiative Order:

Dirnhael - Shawn, you did it right except your attack roll. Warwise is already included in the +4 mod of your total +17 to Armed Combat. But, you do need to add your +2 specialty for +19 -1 Winded -2 Darkness =+16
Berserker 3 - action 3* PARRY  Dirnhael
TN 22 Armed Combat +19, specialty +2, Darkness -2
:00: 2d6+19 : 5, 2 + 19, total 26


Berserker 3 - action 4 PARRY  Nain
TN 16 Armed Combat +19, specialty +2, Darkness -2, MAP -5
:00: 2d6+14 : 6, 2 + 14, total 22


Berserker 4 - action 2 PARRY  Durgil
TN 11 Armed Combat +19, specialty +2, Darkness -2
:00: 2d6+19 : 2, 2 + 19, total 23

Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 29, 2014, 04:51 PM
:ooc:

Fengel
Action 1 - MOVE to close
Action 2 & 3 - attack Berserker 3
TN 12 Armed blades (longsword - Cerduil) +16 (2d6+7)
:00: attack 1 2d6+16 : 6, 1 + 16, total 23

:dmg: 2d6+7 : 5, 2 + 7, total 14

:00: attack 2 2d6+16 : 2, 1 + 16, total 19

:dmg: 2d6+7 : 6, 3 + 7, total 16


Edrahil
Action 1 - cast Wizard's fist on Berserker 3
TN 12 Willpower +3; strong willed and resolute +6; magic +8 (+10 with secret fire spells)
:00: 2d6+8 : 6, 1 + 8, total 15


Opposed Strength test if casting is a success
Edrahil
Rolled 2d6+9 : 5, 5 + 9, total 19

Berserker 3
Rolled 2d6+2 : 4, 5 + 2, total 11


Damage if not opposed
Rolled 1d6+11 : 2 + 11, total 13

Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 29, 2014, 04:54 PM
:ooc:

Berserker 3 attempts to Parry Fengel
Action 4
TN 23 Armed Combat +19, specialty +2, Darkness -2, MAP -10
:00: 2d6+9 : 4, 6 + 9, total 19


Action 5
TN 23 Armed Combat +19, specialty +2, Darkness -2, MAP -15
:00: 2d6+4 : 2, 6 + 4, total 12

Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 29, 2014, 05:06 PM
The companions just south of the defensive barricade charged at the large wild man that had charged up the beach. The berserker was immediately hard pressed to defend himself as Vorandúr slashed through the darkness. The wild man's mattock came up to parry the first and then the second - Dirnhael's own sword biting into the weapon's haft. Even Nain's swing was blocked away, but Fengel approached from the flank. The Éothraim's sword found two openings and bit deep.

Fengel drew back to stab again but the voice of Edrahil rose over the clangor and suddenly the wild man was wrenched into the air. He spun once and then was slammed hard back onto the river's muddy bank.




:ooc: Berserker 3 is able to parry all but Fengel's attacks, and is slammed to the ground with Wizard's Fist.

Damage for each attack:
Fengel 1:    14 -4 armor = 10
Fengel 2:    16 -4 armor = 12
Edrahil 1:    13 -4 armor = 9

Berserker 3 is now 31/66 Injured -3

Need Celdrahil's actions for this round and then I will start the new one.
Title: Re: Beleaguered defense - round 5
Post by: Telcontar on Jul 29, 2014, 06:24 PM
 :ooc:beserker 1 and 2 go before me no?
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 30, 2014, 08:13 AM
:ooc: Oops! Yep, they do... sorry to keep you waiting.

Berserker 1 attacks into the fray of archers (going to use PC rules for mass combat here)
# of opponents: Roll(1d3)+0: 3,+0 Total:3
# of attacks from opponents: Roll(6d6)+0: 1,3,2,1,1,1 [DAMN! This Berserker was just beat on!]
He takes 2d6+3 for each 1 or 2 rolled:
Roll(2d6)+3: 1,2,+3 Total:6
Roll(2d6)+3: 2,1,+3 Total:6
Roll(2d6)+3: 4,5,+3 Total:12
Roll(2d6)+3: 4,4,+3 Total:11
Roll(2d6)+3: 6,1,+3 Total:10
TOTAL DAMAGE RECEIVED - ARMOR: 45-20= 25
He was previously wounded in round 4 by Celdrahil's arrows, so he is now 45/66 Incapacitated -5

He kills this many Free People: Roll(3d6)+0: 4,1,2   -or-  3 of Guilin's archers go down

Berserker 2 attacks Celdrahil
Action 1, 2 and 3 - attack with mattock
TN 13 Armed clubs (mattock)  +19 (2d6+6), +2 specialty, -2 darkness (2d6+6)
:00: attack 1 2d6+19 : 2, 3 + 19, total 24

:00: attack 2 2d6+19 : 4, 1 + 19, total 24

:00: attack 3 2d6+19 : 6, 5 + 19, total 30

roll]{:dmg: attack 1}2d6+6[/roll]
roll]{:dmg: attack 2}2d6+6[/roll]
roll]{:dmg: attack 3}2d6+6[/roll]
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 30, 2014, 08:22 AM
:ooc: I messed up the code on the potential damage rolls. Here are three new rolls from the Dice Roller:

Roll(2d6)+6: 6,2,+6 Total:14
Roll(2d6)+6: 6,2,+6 Total:14
Roll(2d6)+6: 6,4,+6 Total:16

Tom, Celdrahil will need to try and Parry the three attacks before he himself can attack. Remember, your PC is never limited to defensive actions - only offensive. So he can make all three parry attempts and then still try and get in three attacks himself. But, multi-action penalties will apply beyond his action limit of 3. Any questions, give me a shout.




The berserkers on the bastion wall began to attack. One of the wild men, who still had Celdrahil's arrows piercing his torso ran into the ranks of Guilin's archers. His heavy mattock swung in great arcs and three of the young archers were smashed under the dreadful weapon. Yet, their comrades did not break and arrows flew once more into the man. The berserker stumbled slightly, breathing hard as he brought his mattock up again to attack - his body now a pin cushion of shafts.

Nearby, Celdrahil now faced the other wild man. The berserker's hammer flying at him in a flurry of blows.
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 30, 2014, 08:22 AM
:ooc: It's all you now, Tom. Have fun!  ;)

I am going to set up the new round, but we won't move on until you finish here.
Title: Re: Beleaguered defense - round 5
Post by: Telcontar on Jul 30, 2014, 05:57 PM
Celdrahil braced himself shield up and longsword in the garde. He considered himself a practiced swordsman, but weather it was from lack of recent practice or the skill of his opponent he was unprepared for the skill in what he had been expecting to be a mindless attack. The battle frenzy of the warrior before him was more disciplined and directed than he would have expected from observing the style at first glance. Should he survive the encounter he wouldnt make the same false assumption again.

The Prince of Ithilien popped his shield out at his foe and attempted to turn the attacks.

:ooc:
Longsword+16, +2 spec, + 2 warrior born, +2 inspiration, -2 dark (beserker didnt get dark so I'm ditching dark= +22

Action 1 Parry TN 24
Rolled 2d6+22 : 2, 5 + 22, total 29


Action2 parry TN 24
Rolled 2d6+22 : 1, 4 + 22, total 27


Action 3 Parry TN 30
Rolled 2d6+22 : 1, 5 + 22, total 28


Action 4 attack -5
Rolled 2d6+17 : 2, 6 + 17, total 25

Dmg if hit longsword, +2 keen, +3 str 2d6+10
Rolled 2d610 : 99, 573, total 672



Action 5 attack -10
Rolled 2d6+12 : 4, 3 + 12, total 19

Dmg
Rolled 2d6+10 : 1, 1 + 10, total 12


Action 6 attack -15 its what Imrahil would do!
Rolled 2d6+7 : 3, 3 + 7, total 13

Dmg
Rolled 2d6+10 : 1, 1 + 10, total 12


Initiative next round
Rolled 2d6+6 : 1, 2 + 6, total 9
Title: Re: Beleaguered defense - round 5
Post by: Telcontar on Jul 30, 2014, 06:02 PM
 :ooc: missedit you did have darkness so...third attack hits...

So courage will let me pass this but is it better to spend the point on Lion Hearted? What makes more mechanical sense?

Also rerolling dmg 2 the 672 points seems high.
Rolled 2d6+10 : 2, 4 + 10, total 16

Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 31, 2014, 10:49 AM
:ooc: Hey Tom, to help out with your PC parries - here is what your PARRY modifier would have been:

Longsword +16, Spec +2, Warrior-born +2, Sword PB* +1, Shield PB** +5, Darkness -2, No inspire ***
* - all longswords give a +1 parry bonus
** - all large shields give a +5 parry bonus
*** - I am not going to grant an inspire bonus when you were the one who inspired with your horn; that bonus will go to all those around you

So, your net modifier is: +24 and so you parried ALL attacks without needing to use the Courage Point. As for Lion-hearted, you decide if you want to try it again.

Your attack rolls would then be modified with:
Longsword +16, Spec +2, Warrior-born +2, Darkness -2, -5 MAP (etc.), No inspire ***

Which makes your attack rolls:
Action 4: 8+13 = 21 SUCCESS; Damage of 16 (new roll) if not parried
Action 5: 7+8 = 15 SUCCESS; Damage of 12 if not parried
Action 6: 6+3 = 9 FAILED

Berserker 2 attempts to Parry TN 21 and TN 15
TN 21 Armed clubs (mattock)  +19 (2d6+6), +2 specialty, -2 darkness, MAP -5
:00: 2d6+14 : 3, 5 + 14, total 22

TN 21 Armed clubs (mattock)  +19 (2d6+6), +2 specialty, -2 darkness, MAP -10
:00: 2d6+9 : 1, 2 + 9, total 12
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 31, 2014, 10:51 AM
:ooc: Berserker 2 takes:

12 damage - 4 armor = 8
Title: Re: Beleaguered defense - round 5
Post by: Telcontar on Jul 31, 2014, 10:53 AM
Right. I forgot about equipment parry bonus.
Title: Re: Beleaguered defense - round 5
Post by: tomcat on Jul 31, 2014, 10:55 AM
:ooc: Cool